Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.

cl_clock_correction_adjustment_max_offset

90

Yes

As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.

cl_clock_correction_adjustment_min_offset

10

Yes

If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.

<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)

cl_disable_ragdolls

0

Yes

cl_display_game_events

0

Yes

cl_dormant_spew

0

Spew state on when client entities become dormant or active.

cl_dota_alt_unit_movetodirection

1

Does holding alt enable move to direction mode?

cl_dota_cd_captain_pick_time

10

Yes

cl_dota_dump_econ_item_stringtable

cl_dota_dump_econ_item_stringtable

cl_dota_dump_modifier_stringtable

cl_dota_dump_modifier_stringtable

cl_dota_gridnav_show

0

Yes

cl_dota_recent_games_include_custom_games

0

cl_dota_recent_games_include_practice_matches

0

cl_dota_recent_games_show_ranked_mmr_change

0

cl_dota_showents

Dump entity list to console.

cl_dota_speech_announcer_holiday

0

Set to enable special seasonal announcer

cl_dota_speech_spec_ancientattack

1

Set to 0 to prevent hearing 'your ancient is under attack' lines.

cl_dota_speech_spec_barracksattack

1

Set to 0 to prevent hearing 'your rax is under attack' lines.

cl_dota_speech_spec_barracksfalls

1

Set to 0 to prevent hearing 'your rax has fallen' lines.

cl_dota_speech_spec_enemybasefalls

1

Set to 0 to prevent hearing 'enemy's tower/rax has fallen' lines.

cl_dota_speech_spec_idles

1

Set to 0 to prevent hearing announcers' idle lines.

cl_dota_speech_spec_towerattack

1

Set to 0 to prevent hearing 'your tower is under attack' lines.

cl_dota_speech_spec_towerfalls

1

Set to 0 to prevent hearing 'your tower has fallen' lines.

cl_downloadfilter

0

Determines which files can be downloaded from the server (all, none, nosounds)

cl_drawcross

Draws a cross at the given location Arguments: x y z

cl_drawhud

1

Yes

Enable the rendering of the hud

cl_drawline

Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2

cl_drawmaterial

0

Yes

Draw a particular material over the frame

cl_drawmonitors

1

cl_dump_particle_stats

dump particle profiling info to particle_profile.csv

cl_dumpentity

Dumps info about an entity

cl_dumpsplithacks

Dump split screen workarounds.

cl_ejectbrass

1

cl_enable_remote_splitscreen

0

Allows viewing of nonlocal players in a split screen fashion

cl_ent_absbox

Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_attachments

Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_bbox

Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_call

ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope

cl_ent_clear_debug_overlays

Clears all debug overlays

cl_ent_find

Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>

grabs the object in front of the player. Options: -loose -multiple -toggle

cl_ent_hitbox

Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_joints

Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_messages

Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_name

Displays the entity name

cl_ent_picker

Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information

cl_ent_pivot

Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_pivot_size

20

Yes

cl_ent_remove

Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_select

Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_setname

Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_show_contexts

0

Yes

Show entity contexts in ent_text display

cl_ent_showonlyattachment

0

Yes

cl_ent_showonlyhitbox

-1

Yes

cl_ent_skeleton

Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_text

Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_text256

Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_text_clear

Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_text_filter

Set which ent_text filters you want:

cl_ent_text_flags_active

-1

Yes

cl_ent_text_no_name_really_i_mean_it

0

Yes

cl_ent_text_radius

Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: Radius, {entity_name/class_name/ no argument picks what player is looking at}

cl_ent_text_sticky_add

Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_text_sticky_clear

Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_text_sticky_dump

Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

cl_ent_text_sticky_remove

Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.

cl_querycache_stats

Display status of the query cache (client only)

cl_ragdoll_default_scale

1

cl_ragdoll_limit

20

Maximum number of ragdolls to show (-1 disables limit)

cl_ragdoll_reload

0

cl_removedecals

Remove the decals from the entity under the crosshair.

cl_report_predcopy_overrides

Report prediction copy overrides

cl_report_soundpatch

reports client-side sound patch count

cl_resend

1

Delay in seconds before the client will resend the 'connect' attempt

cl_retire_low_priority_lights

0

Low priority dlights are replaced by high priority ones

cl_rr_reloadresponsesystems

Reload all response system scripts.

cl_scaleform_script_help

Display Scaleform ActionScript bindings

cl_sceneentity_debug

0

Display all thinking scene entities and its data.

cl_screenmessage_notifytime

8

How long to display screen message text

cl_script_add_debug_filter

Add a filter to the game debug overlay

cl_script_add_watch

Add a watch to the game debug overlay

cl_script_add_watch_pattern

Add a watch to the game debug overlay

cl_script_attach_debugger

Connect the vscript VM to the script debugger

cl_script_attach_debugger_at_startup

0

cl_script_break_in_native_debugger_on_error

0

cl_script_clear_watches

Clear all watches from the game debug overlay

cl_script_debug

Toggle the in-game script debug features

cl_script_dump_all

Dump the state of the VM to the console

cl_script_find

Find a key in the VM

cl_script_help

Output help for script functions

cl_script_help2

Output help for script functions suitable for auto-completion

cl_script_reload

Reload scripts

cl_script_reload_code

Execute a vscript file, replacing existing functions with the functions in the run script

cl_script_reload_entity_code

Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts

cl_script_remove_debug_filter

Remove a filter from the game debug overlay

cl_script_remove_watch

Remove a watch from the game debug overlay

cl_script_remove_watch_pattern

Remove a watch from the game debug overlay

cl_script_resurrect_unreachable

Use the garbage collector to track down reference cycles

cl_script_trace_disable

Turn off a particular trace output by file or function name

cl_script_trace_disable_all

Turn off all trace output

cl_script_trace_disable_key

Turn off a particular trace output by table/instance

cl_script_trace_enable

Turn on a particular trace output by file or function name

cl_script_trace_enable_all

Turn on all trace output

cl_script_trace_enable_key

Turn on a particular trace output by table/instance

cl_sendtable_cache_filename

0

Send tables cache file

cl_sequence_debug

-1

cl_sequence_debug_verbose

1

cl_show_bounds_errors

0

cl_show_splashes

1

cl_showanimstate

-1

Yes

Show the (client) animation state for the specified entity (-1 for none).

If enabled, mouse will be locked to the window when in game and spectating in a mode that doesn't give camera control

dota_mouse_window_lock

1

If enabled, mouse will be locked to the window when ingame

dota_music_battle_debug

0

dota_music_battle_distance

1000

dota_music_battle_duration

2

dota_music_battle_enable

1

dota_music_battle_pre_time

2

dota_music_battle_rest_time

10

dota_music_battle_weight_trigger

40

dota_music_enable_spectator_mode

1

dota_music_gank_enemy_timer

2

dota_music_spectator_battle_average

30

dota_music_spectator_battle_min

15

dota_music_spectator_debug_enable

0

dota_mute_cobroadcasters

0

dota_neutral_color_b

1

dota_neutral_color_b_cb

1

dota_neutral_color_g

1

dota_neutral_color_g_cb

1

dota_neutral_color_r

1

dota_neutral_color_r_cb

1

dota_neutral_initial_spawn_delay

30

Yes

Time after 0:00 to spawn the first wave of creeps.

dota_neutral_spacing_radius

100

Yes

Range that neutrals will be spaced apart from each other.

dota_neutral_spawn_interval

60

Yes

Time between neutral creep camp respawns, starting at 0:00.

dota_no_minimap

0

dota_ogs_report_interval

120

When in 'heartbeat' dota_ogs_report_vprof mode, the number of seconds between reports

dota_ogs_report_vprof

0

Control reporting of vprof data to ogs. 0: no report, 1: database report at end of game, 2: report every dota_ogs_report_interval seconds, 11: like 1, but fake report to console (for testing), 12: like 2, but fake report to console (for testing).

dota_ogs_report_vprof_force_now

testing only

dota_ogs_report_vprof_fraction

0

If nonzero, then only one in this many servers will run vprof if dota_ogs_report_vprof is set.

dota_ogs_snapshot_interval

300

dota_old_client_projectile

0

dota_old_linear_projectile_visibility_check

0

Yes

dota_onstage_stat_cycle_early

10

dota_onstage_stat_cycle_late

6

dota_onstage_stat_cycle_mid

8

dota_onstage_stat_end_early_game_mins

10

dota_onstage_stat_end_mid_game_mins

25

dota_open_party_manual_accept_invites

false

dota_orders_update_bots_immediately

1

Yes

dota_overhead_damage_threshold_percent

15

dota_pain_debug

0

dota_pain_factor

3

dota_pain_fade_rate

3

dota_particle_camera_cull_distance

3200

Yes

dota_particle_fow_debug

0

Yes

dota_particle_off_camera_simrate

0

Yes

dota_particle_offset_x

0

dota_particle_offset_y

300

dota_particle_vis_check_interpolation

1

Yes

dota_party_debug

Prints local party objects

dota_pause

Send a game pause request.

dota_pause_cooldown

2

Yes

dota_pause_cooldown_time

300

Number of seconds before a player is allowed to pause again

dota_pause_count

3

Number of times a player is allowed to pause the game

dota_pause_countdown

3

Yes

dota_pause_force_unpause_time

300

Number of seconds after which the game will automatically unpause

dota_pause_game_pause_silently

0

Yes

dota_pause_requires_full_team_picked

1

Players are only able to pause once their entire has picked.

dota_pause_same_team_resume_time

5

Number of seconds resuming is restricted to the same team, after that either team can pause

dota_pause_same_team_resume_time_disconnected

30

Number of seconds resuming is restricted to the same team if someone disconnected, after that either team can pause

dota_pet_aatest_threat

-1

Yes

dota_pet_allow_infront

1

Yes

dota_pet_creepdist_maxthreat

0

Yes

dota_pet_creepdist_minthreat

0

Yes

dota_pet_debug

0

Yes

dota_pet_decay_rate

0

Yes

dota_pet_dist_cone

50

Yes

dota_pet_dist_max

400

Yes

dota_pet_dist_min

200

Yes

dota_pet_dist_range

400

Yes

dota_pet_dmg_threshold_panic

200

Yes

dota_pet_emote_maxtime

30

Yes

dota_pet_emote_mintime

10

Yes

dota_pet_fleedir_persist_time

2

Yes

dota_pet_herodist_maxthreat

0

Yes

dota_pet_herodist_minthreat

0

Yes

dota_pet_herodist_radius

1024

Yes

dota_pet_itemcarry

120

Yes

dota_pet_priorthreat_to_vanish

0

Yes

dota_pet_reposition_maxtime

7

Yes

dota_pet_reposition_mintime

4

Yes

dota_pet_return_threshold

0

Yes

dota_pet_return_threshold_time

10

Yes

dota_pet_threat_rate

1

Yes

dota_pet_threat_time

1

Yes

dota_ping

Print out latency information

dota_play_spectate_hero_pick_lines

1

dota_player_add_summoned_to_selection

true

dota_player_auto_repeat_right_mouse

false

dota_player_multipler_orders

true

dota_player_simplified_controls

0

dota_player_smart_multiunit_cast

0

dota_player_status

Gives a status update on all players.

dota_player_teleport_requires_halt

true

dota_player_units_auto_attack_mode

0

dota_poor_network_detection_debug_level

2

Spew verbosity for poor network condition detection

dota_poor_network_detection_loss_pct

0

Packet loss threshold (0...1) for declaring a QoS stat interval to be 'bad'

dota_poor_network_detection_max_intervals_player

5

Max number of bad intervals to count for a player

dota_poor_network_detection_min_intervals_player

3

Player must have at least N bad intervals to count

dota_poor_network_detection_num_intervals_team

11

Number of QoS stats intervals that must be 'bad' on each team.

dota_poor_network_detection_num_intervals_total

25

Number of QoS stats intervals that must be 'bad' over the whole match.

When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior

engine_show_frame_pacing

0

engine_show_frame_ticks

0

english

1

If set to 1, running the english language set of assets.

ent_absbox

Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_attachments

Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_autoaim

Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_bbox

Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_call

ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope

ent_cancelpendingentfires

Cancels all ent_fire created outputs that are currently waiting for their delay to expire.

ent_characterize

Spew PVS debug info for entity

ent_clear_debug_overlays

Clears all debug overlays

ent_create

Creates an entity of the given type where the player is looking.

ent_debug_anim

Use the specified entity for animation debugging (sets 'anim_debug_entindex' to that entity's index)

ent_debugkeys

0

ent_dump

Usage: ent_dump <entity name>

ent_find

Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>

grabs the object in front of the player. Options: -loose -multiple -toggle

ent_hitbox

Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_info

Usage: ent_info <class name>

ent_joints

Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_messages

Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_messages_draw

0

Yes

Visualizes all entity input/output activity.

ent_name

Displays the entity name

ent_orient

Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles>

ent_picker

Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information

ent_pivot

Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_pivot_size

20

Yes

ent_rbox

Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_remove

Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_select

Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_setang

Set entity angles

ent_setname

Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at

ent_setpos

Move entity to position

ent_show_contexts

0

Yes

Show entity contexts in ent_text display

ent_show_response_criteria

Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_skeleton

Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_steadystate_batchsize

20

Max number of entities to transmit to player

ent_steadystate_cooldown

5

Time in seconds after player state changes before steady state changes can occur.

ent_steadystate_delay

5

Time in seconds without network state changes until an entity is considered for trickle updates

ent_steadystate_enable

1

ent_steadystate_interval

0

Rate at which entities can be trickled to players

ent_teleport

Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>

ent_test_interpolation

0

ent_text

Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_text256

Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_text_clear

Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_text_filter

Set which ent_text filters you want:

ent_text_flags_active

-1

Yes

ent_text_no_name_really_i_mean_it

0

Yes

ent_text_radius

Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: Radius, {entity_name/class_name/ no argument picks what player is looking at}

ent_text_sticky_add

Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_text_sticky_clear

Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_text_sticky_dump

Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_text_sticky_remove

Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

RGBA color to draw as the background color for nav areas while editing.

nav_area_max_size

15

Yes

Max area size created in nav generation

nav_area_res

25

Yes

Standard nav area minimum size

nav_auto_build_area

Build out high-precision areas around the edit cursor and create them.

nav_avoid

Toggles the 'avoid this area when possible' flag used by the AI system.

nav_begin_area

Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.

nav_begin_deselecting

Start continuously removing from the selected set.

nav_begin_drag_deselecting

Start dragging a selection area.

nav_begin_drag_selecting

Start dragging a selection area.

nav_begin_selecting

Start continuously adding to the selected set.

nav_begin_shift_xy

Begin shifting the Selected Set.

nav_blockers_can_affect_flow

1

Yes

Set this convar to 0 if you want the 'affectsFlow' property of func_nav_blockers to be ignored

nav_build_ladder

Attempts to build a nav ladder on the climbable surface under the cursor.

nav_chop_selected

Chops all selected areas into their component 1x1 areas

nav_clear_attribute

Remove given nav attribute from all areas in the selected set.

nav_clear_attributes

Clear all nav attributes of selected area.

nav_clear_selected_set

Clear the selected set.

nav_clear_walkable_marks

Erase any previously placed walkable positions.

nav_compress_id

Re-orders area and ladder ID's so they are continuous.

nav_connect

To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.

nav_coplanar_slope_limit

0

Yes

nav_corner_adjust_adjacent

18

Yes

radius used to raise/lower corners in nearby areas when raising/lowering corners.

nav_corner_lower

Lower the selected corner of the currently marked Area.

nav_corner_place_on_ground

Places the selected corner of the currently marked Area on the ground.

nav_corner_raise

Raise the selected corner of the currently marked Area.

nav_corner_select

Select a corner of the currently marked Area. Use multiple times to access all four corners.

nav_create_area_at_feet

0

Yes

Anchor nav_begin_area Z to editing player's feet

nav_create_place_on_ground

0

Yes

If true, nav areas will be placed flush with the ground when created by hand.

nav_crouch

Toggles the 'must crouch in this area' flag used by the AI system.

nav_debug_blocked

0

Yes

nav_delete

Deletes the currently highlighted Area.

nav_delete_marked

Deletes the currently marked Area (if any).

nav_disconnect

To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.

nav_displacement_test

10000

Yes

Checks for nodes embedded in displacements (useful for in-development maps)

nav_drag_selection_volume_zmax_offset

32

The offset of the nav drag volume top from center

nav_drag_selection_volume_zmin_offset

32

The offset of the nav drag volume bottom from center

nav_draw_area_vert_order

0

Yes

nav_draw_clearance_warning

0

Yes

nav_draw_connected_area_radius

750

Yes

nav_draw_limit

300

Yes

The maximum number of areas to draw in edit mode

nav_draw_vert_hotspots

1

Yes

nav_edit

0

Yes

Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.

nav_end_area

Defines the second corner of a new Area or Ladder and creates it.

nav_end_deselecting

Stop continuously removing from the selected set.

nav_end_drag_deselecting

Stop dragging a selection area.

nav_end_drag_selecting

Stop dragging a selection area.

nav_end_selecting

Stop continuously adding to the selected set.

nav_end_shift_xy

Finish shifting the Selected Set.

nav_flood_select

Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.

nav_gen_pc_add_jumps

1

Yes

nav_gen_pc_connect_angle

0

Yes

nav_gen_pc_connect_dist

0

Yes

nav_gen_pc_connect_overlap

4

Yes

nav_gen_pc_degen_limit

0

Yes

nav_gen_pc_false

0

Yes

Always false

nav_gen_pc_island_removal

1

Yes

nav_gen_pc_opt_to_quads_2

1

Yes

nav_gen_pc_opt_to_quads_angle_limit_2

10

Yes

nav_gen_pc_opt_to_quads_num_steps

6

Yes

nav_gen_pc_opt_to_quads_se_limit_end

0

Yes

nav_gen_pc_opt_to_quads_se_limit_start

0

Yes

nav_gen_pc_opt_to_quads_weld_limit_end

0

Yes

nav_gen_pc_opt_to_quads_weld_limit_start

0

Yes

nav_gen_pc_remove_vertical_polys

1

Yes

nav_gen_pc_run_recast

1

Yes

nav_gen_pc_tr_max_acceptable_cost_1

900

Yes

nav_gen_pc_tr_max_acceptable_cost_2

900

Yes

nav_gen_pc_tri_reduce_all

0

Yes

nav_gen_pc_true

1

Yes

Always true

nav_gen_pc_vertical_limit

88

Yes

nav_generate

Generate a Navigation Mesh for the current map and save it to disk.

nav_generate_compute_lighting

0

Yes

If true, compute lighting for this area. Otherwise, just set to 1/2.

nav_generate_fencetops

1

Yes

Autogenerate nav areas on fence and obstacle tops

nav_generate_fixup_jump_areas

1

Yes

Convert obsolete jump areas into 2-way connections

nav_generate_incremental

Generate a Navigation Mesh for the current map and save it to disk.

nav_generate_incremental_range

2000

Yes

nav_generate_incremental_tolerance

0

Yes

Z tolerance for adding new nav areas.

nav_generate_no_restart

0

nav_generate_remove_jump_areas

1

nav_jump

Toggles the 'traverse this area by jumping' flag used by the AI system.

nav_ladder_flip

Flips the selected ladder's direction.

nav_load

Loads the Navigation Mesh for the current map.

nav_load_aaquad

Loads the Navigation Mesh for the current map.

nav_load_polyclip

Loads the Navigation Mesh for the current map.

nav_load_recast

Loads the Navigation Mesh for the current map.

nav_lower_drag_volume_max

Lower the top of the drag select volume.

nav_lower_drag_volume_min

Lower the bottom of the drag select volume.

nav_mark

Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.

nav_mark_attribute

Set nav attribute for all areas in the selected set.

nav_mark_walkable

Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.

Maximum amount of foreign packets (no established connection) allowed per frame before we discard

net_max_network_processing_frame_time_ms

20

Maximum amount of time in ms to spend processing the network socket during a frame

net_maxcleartime

4

Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).

net_maxfilesize

16

Maximum allowed file size for uploading in MB

net_maxroutable

1200

Requested max packet size before packets are 'split'.

net_messageinfo

Display info about a message (by classname or id)

net_p2pconnection_linger_time

120

How long p2p connection requests should linger before we completely ignore them

net_port_try

150

If unable to bind to initial port, how many more to try binding.

net_public_adr

0

For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x' )

net_qospacketloss_percentage_threshold

5

Spew a warning if packet loss percentage is above this threshold

net_queue_trace

0

net_queued_packet_thread

1

Use a high priority thread to send queued packets out instead of sending them each frame.

net_restrict_showmsg_socket

0

If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.

net_serializedentitymemory

Spew CSerializedEntity memory

net_showeventlisteners

0

Show listening addition/removals

net_showevents

0

Dump game events to console (1=client only, 2=all).

net_showfragments

0

Show netchannel fragments

net_showmsg

0

1|2|name> where 1 == all and 2 == all except net_NOP

net_showoob

0

Show connectionless UDP traffic.

net_showpeaks

0

Show messages for large packets only: <size>

net_showreliable

0

Like net_showmsg, but only spew reliable messages

net_showsplits

0

Show info about packet splits

net_showudp

0

Dump UDP packets summary to console

net_showudp_remoteonly

0

Dump non-loopback udp only

net_showusercmd

0

Show user command encoding

net_spewcounts

Spew serializer counts

net_splitpacket_minimum_ack_rtt_msecs

2000

After sending last chunk of split packet payload, wait at least this many msecs after last activity before giving up

net_splitpacket_require_acks_threshold

8

If a splitpacket has more than this many fragments, use the reliable/ack based protocol

net_splitpacket_resend_time_msecs

100

Wait this many msecs before checking whether to send resend requests.

net_splitpacket_success_ack_count

3

If we get a completed splitpacket requesting acks, send the final 'success' ack this many times

net_splitrate

1

Number of fragments for a splitpacket that can be sent per frame

net_splitspacket_warning_threshold

12

If a splitpacket has more than this many fragments, print a warning to console

net_status

Shows current network status

net_threaded_report_flood_psec

10

Report if we are receiving more than this many packets per second in thousands.

net_threaded_report_flood_url

0

POST to the specified URL with a packet flood is detected

net_threaded_report_flood_url_min_interval

15

Don't poke net_flood_report_url more often than once per N seconds

net_threaded_socket_burst_cap

256

Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.

net_threaded_socket_recovery_rate

6400

Number of packets per second that threaded socket pump algorithm allows from client.

net_threaded_socket_recovery_time

60

Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.

net_usesocketsforloopback

1

Use network sockets layer even for listen server local player's packets (multiplayer only).

net_validatemessages

Activates/deactivates net message validation

next_weapon_timer

1

nextdemo

Play next demo in sequence.

nextlevel

0

If set to a valid map name, will change to this map during the next changelevel

nian_fight_duration

1500

Yes

nian_ingot_conversion

40

Yes

noclip

Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable

noclip_fixup

1

Yes

notarget

Toggle. Player becomes hidden to NPCs.

npc_bipass

Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.

npc_combat

Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_conditions

Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_destroy

Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at

npc_enemies

Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_focus

Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_height_adjust

1

Enable test mode for ik height adjustment

npc_kill

Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at

npc_nearest

Draw's a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

npc_relationships

Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

npc_route

Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at

npc_select

Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

npc_squads

Obsolete. Replaced by npc_combat

npc_steering

Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

npc_task_text

Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_tasks

Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_viewcone

Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

particle_test_stop

Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

password

-2147483648

Current server access password

path

Show the filesystem path.

pause

Toggle the server pause state.

pdump_colextrawidth

50

pdump_rowextraoffset

-4

perfui

Show/hide the level performance tools UI.

perfvisualbenchmark

perfvisualbenchmark_abort

phonemedelay

0

Phoneme delay to account for sound system latency.

phonemefilter

0

Time duration of box filter to pass over phonemes.

phonemesnap

2

Lod at level at which visemes stops always considering two phonemes, regardless of duration.

phys2_contact_debug_draw_size

2

phys2_debug_broadphase

0

phys_active

1

phys_build_bounds

0

phys_build_mass

0

phys_callbacks

1

phys_continuous

1

phys_continuous_kinematic_update

0

phys_create_agg_iters

0

phys_debug_callback_entities

0

Print all entities that get touch callbacks. Each entity is printed only once.

List all physics component contents of every entity in the game; -allents: include non-physical entities -classes: print class names -sdk : Rubikon build -world : current state of the world -world -touch: list body pairs (bodies in contact) -world -save <name>: save world to a file -world -mem: memory dump -world -snapshots: Start/Stop dumping snapshots of the world into the current directory -world -profiletraces: ProfileRecordedTraces -world -agg: current aggregate data registry (loaded resources)

phys_log_updaters

0

phys_log_updaters_exclude

0

phys_log_updaters_include

0

phys_optimize

0

phys_pushscale

1

phys_ragdoll_force_magnitude

0

phys_record_forces

0

Yes

number of forces to record - for debugging only

phys_record_traces

0

Yes

number of traces to record results of - for debugging only

phys_reload_immediately

0

Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists)

phys_shoot

Shoots a phys object.

phys_shoot_speed

250

phys_shoot_torque

100000000

phys_sleep_enable

1

Yes

Enable sleeping for dynamic physics bodies.

phys_stepmotor_damping

0

phys_stop_at_collision

0

phys_stressbodyweights

5

phys_timescale

1

Scale time for physics

phys_traceline_radius

0

phys_tracker

0

phys_upimpactforcescale

0

phys_validate

0

phys_visualize_traces

0

Yes

physics_debug_entity

Dumps debug info for an entity

physics_highlight_active

Turns on the absbox for all active physics objects. 0 : un-highlight.

physics_report_active

Lists all active physics objects -more : extra info

physicsshadowupdate_render

0

pickup_check_period

0

pitchyaw_customaccel

false

pitchyaw_customaccel_exponent

1.000000

pitchyaw_customaccel_max

0.000000

pitchyaw_customaccel_scale

0.040000

pixelvis_debug

Dump debug info

play

Play a sound.

playdemo

Play a recorded demo file (.dem ).

playdemo_scripted

Play a demo with an associated markup script.

player0_using_joystick

0

player_debug_off_nav

0

Yes

player_debug_print_damage

0

Yes

When true, print amount and type of all damage received by player to console.

player_incap_use_radius

96

Yes

player_old_armor

0

player_use_radius

80

Yes

playsound

playsound <soundname>

playsoundscape

Forces a soundscape to play

playvideo

Plays a video: <filename> [width height]

playvideo_exitcommand

Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>

playvideo_exitcommand_nointerrupt

Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>

playvideo_nointerrupt

Plays a video without ability to skip: <filename> [width height]

playvol

Play a sound at a specified volume.

pods_force_refresh

Force a refresh on the models drawn in the pods

population_distribution_debug

0

portrait_red

200

practice_password

0

Password used to filter private practice lobbies.

prediction_result_animate_time

3

prediction_result_intro_time

1

print_occlusion_depth

0

Yes

progress_enable

projection_reload_ability_data

Reload ability_projection.txt

prop_active_gib_limit

999999

prop_active_gib_max_fade_time

999999

prop_debug

Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.

prop_dynamic_create

Creates a dynamic prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}

prop_physics_create

Creates a physics prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}

Execute a vscript file, replacing existing functions with the functions in the run script

script_reload_entity_code

Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts

script_remove_debug_filter

Remove a filter from the game debug overlay

script_remove_watch

Remove a watch from the game debug overlay

script_remove_watch_pattern

Remove a watch from the game debug overlay

script_resurrect_unreachable

Use the garbage collector to track down reference cycles

script_trace_disable

Turn off a particular trace output by file or function name

script_trace_disable_all

Turn off all trace output

script_trace_disable_key

Turn off a particular trace output by table/instance

script_trace_enable

Turn on a particular trace output by file or function name

script_trace_enable_all

Turn on all trace output

script_trace_enable_key

Turn on a particular trace output by table/instance

scripted_demo_restart

Play a demo with an associated markup script.

sdt_server_fakeloss_recv

0

0-100 Randomly discard N pct of packets received

sdt_server_fakeloss_send

0

0-100 Randomly discard N pct of packets instead of sending

-secondary

+secondary

sensitivity

3

Mouse sensitivity.

server_game_time

Gives the game time in seconds (server's curtime)

server_gc_status

Check status of connection to the GC

servercfgfile

0

set_vgui_language

Set language vgui is using

setang

Yes

Snap player eyes to specified pitch yaw <roll:optional>.

setang_exact

Yes

Snap player eyes and orientation to specified pitch yaw <roll:optional>.

setinfo

Adds a new user info value

setmodel

Changes's player's model

setpause

Set the pause state of the server.

setpos

Yes

Move player to specified origin.

setpos_exact

Yes

Move player to an exact specified origin.

setpos_player

Yes

Move specified player to specified origin.

sf_cardflip_time

1

sf_debug_file_opens

0

Print file opens to DevMsg

sf_fulldeck_card_scale_max

0

sf_fulldeck_card_scale_min

0

sf_fulldeck_hide_unavailable

1

If set, hide unavailable cards instead of greying them out (dynamic mode overrides)

sf_fulldeck_intro_curve

0

sf_fulldeck_intro_time

0

sf_fulldeck_leftovers_position

1

sf_fulldeck_legacy_columns

7

sf_fulldeck_legacy_gap_x

15

sf_fulldeck_legacy_gap_y

50

sf_fulldeck_legacy_rows

3

sf_fulldeck_raise_speed

10

sf_fulldeck_x_gap_perc

0

sf_fulldeck_y_gap_perc

0

sf_info

Show Scaleform Info

sf_joy_translate_to_keys

1

If enabled, controller input is translated to regular keyboard keys

sf_loadout_hidehud

0

sf_loadout_rotate_drag

0

sf_loadout_rotate_frametime_multiplier

8

sf_loadout_rotate_grab_scale

0

sf_loadout_rotate_scale

2

sf_loadout_tutorial_enable

0

sf_texture_cache_print

Print scaleform texture cache info to console.

sf_texture_cache_print_summary

Print scaleform texture cache summary to console.

sf_turntable_curve_16x10

0

sf_turntable_curve_16x9

0

sf_turntable_curve_4x3

0

sf_turntable_curve_5x4

0

sf_turntable_deal_curve_max

0

sf_turntable_deal_curve_min

0

sf_turntable_deal_time

0

sf_turntable_edgescroll

0

sf_turntable_end

1

sf_turntable_gradient_curve

0

sf_turntable_hasitems_allitems

0

sf_turntable_indent

0

sf_turntable_itemsel_xdelta

0

sf_turntable_mousescroll

0

sf_turntable_mousewheelscroll

5

sf_turntable_moviecards_fromcenter

3

sf_turntable_rotation_angle

85

sf_turntable_rotation_start

0

sf_turntable_scale_curve

0

sf_turntable_scale_max

230

sf_turntable_scale_max_ingame

150

sf_turntable_scale_min

80

sf_turntable_selmove_time

0

sf_turntable_testmaxheroes

-1

sf_turntable_tint_curve

0

sf_turntable_ypos

250

sf_turntable_ypos_curve

0

sf_turntable_ypos_ingame

145

sf_turntable_ypos_max

0

shader_roughness_cone

1

Yes

shader_roughness_ellipse

1

Yes

shake

Shake the screen.

shake_show

0

Displays a list of the active screen shakes.

shake_stop

Stops all active screen shakes.

shake_testpunch

Test a punch-style screen shake.

shop_nav_to_search

with the shop open, makes the search box active

shop_nav_to_tab

switch to a particular shop tab ( 0 - 12 )

shop_select_itemrow

buy ( or set quickbuy with shift held ) a particular displayed row

show_broadcast

debug show the broadcaster dialog

show_sf_shop

show scaleform shop

show_shared_units

show the shared unit control dialog

showbudget_texture

0

Yes

Enable the texture budget panel.

-showbudget_texture

+showbudget_texture

-showbudget_texture_global

+showbudget_texture_global

showbudget_texture_global_dumpstats

Dump all items in +showbudget_texture_global in a text form

showbudget_texture_global_sum

0

showconsole

Show the console.

-showfantasy

+showfantasy

+showharvest

-showharvest

showinfo

Shows a info panel: <type> <title> <message> [<command>]

-showitems

+showitems

showmainmenu

showpanel

Shows a viewport panel <name>

showparticlecounts

0

Display number of particles drawn per frame

+showscores

-showscores

showtriggers

0

Yes

Shows trigger brushes

showtriggers_toggle

Displays the movement bounding box for the triggers in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

simple_bot_add

Add a simple bot.

sk_autoaim_mode

1

sk_player_arm

1

sk_player_chest

1

sk_player_head

2

sk_player_leg

1

sk_player_stomach

1

skel_debug

0

skill

1

Game skill level (1-3).

slot0

slot1

slot10

slot2

slot3

slot4

slot5

slot6

slot7

slot8

slot9

smoothstairs

1

Smooth player eye z coordinate when traversing stairs.

snapto

snd_async_flush

Flush all unlocked async audio data

snd_async_minsize

262144

snd_async_showmem

Show async memory stats

snd_async_showmem_music

Show async memory stats for just non-streamed music

snd_async_showmem_summary

Show brief async memory stats

snd_async_spew_blocking

0

Spew message to console any time async sound loading blocks on file i/o.

snd_async_stream_fail

0

Spew stream pool failures.

snd_async_stream_spew

0

Spew streaming info ( 0=Off, 1=streams, 2=buffers

snd_autodetect_latency

0

Enable automatic buffer latency detection (requires driver support)

snd_compare_KV_convert

0

snd_compare_soundevents

Compare the compiled and loaded contents of 2 soundevents.

snd_delay_sound_shift

0

snd_disable_mixer_duck

0

Yes

snd_disable_mixer_solo

0

Yes

snd_duckerattacktime

0

snd_duckerreleasetime

2

snd_duckerthreshold

0

snd_ducktovolume

1

snd_dump_filepaths

snd_envelope_rate

0

snd_filter

0

Yes

snd_foliage_db_loss

0

Yes

foliage dB loss per 1200 units

snd_front_headphone_position

Specifies the position (in degrees) of the virtual front left/right headphones.

snd_front_stereo_speaker_position

Specifies the position (in degrees) of the virtual front left/right speakers.

snd_front_surround_speaker_position

Specifies the position (in degrees) of the virtual front left/right speakers.

snd_gain

1

Yes

snd_gain_max

1

Yes

snd_gain_min

0

Yes

snd_gamevoicevolume

1

Game v.o. volume

snd_gamevolume

1

Game volume

snd_getmixer

Get data related to mix group matching string

snd_headphone_pan_exponent

Specifies the exponent for the pan xfade from phone to phone if the 'exp' pan law is being used.

snd_headphone_pan_radial_weight

Apply cos(angle) * weight before pan law

snd_list

0

Yes

snd_list_soundevents

List all available soundevents

snd_list_soundevents_by_stack

List all available soundevents using specified stack name

snd_max_same_sounds

4

Yes

snd_max_same_weapon_sounds

3

Yes

snd_mergemethod

1

Sound merge method (0 == sum and clip, 1 == max, 2 == avg).

snd_mix_minframetime

0

snd_mixahead

0

snd_mixer_master_dsp

1

Yes

snd_mixer_master_level

1

Yes

snd_moviefix

1

Defer sound recording until next tick when laying off movies.

snd_musicvolume

0

Music volume

snd_mute_losefocus

1

snd_new_visualize

0

Yes

Displays soundevent name played at it's 3d position

snd_op_test_convar

720

Yes

snd_prefetch_common

1

Prefetch common sounds from directories specified in scripts/sound_prefetch.txt

snd_print_soundevent

Print the data associated with the specified soundevent.

snd_rear_headphone_position

Specifies the position (in degrees) of the virtual rear left/right headphones.

snd_rear_stereo_speaker_position

Specifies the position (in degrees) of the virtual rear left/right speakers.

snd_rear_surround_speaker_position

Specifies the position (in degrees) of the virtual rear left/right speakers.

snd_refdb

60

Yes

Reference dB at snd_refdist

snd_refdist

36

Yes

Reference distance for snd_refdb

snd_remove_all_soundevents

Remove all soundevents

snd_remove_soundevent

Remove the specified soundevent

snd_report_stop_sound

0

Yes

If set to 1, report all sounds stopped with S_StopSound().

snd_report_verbose_error

0

Yes

If set to 1, report more error found when playing sounds.

snd_setmixer

Set named Mixgroup of current mixer to mix vol, mute, solo.

snd_setmixlayer

Set named Mixgroup of named mix layer to mix vol, mute, solo.

snd_showclassname

0

Yes

snd_showstart

0

Yes

snd_sos_cl_set_param_last

Test

snd_sos_cl_set_stack_field

Test

snd_sos_cl_soundevent_start

Test

snd_sos_cl_soundevent_stop_last

Test

snd_sos_debug_trigger_opvar

0

snd_sos_default_update_stack

0

snd_sos_flush_operators

Flush and re-parse the sound operator system

snd_sos_get_operator_field_info

Currently gets info for a single operator field

snd_sos_list_operator_updates

0

Yes

snd_sos_opvar_debug

0

Yes

snd_sos_print_class_sizes

Prints the sizes of relevant sos classes.

snd_sos_print_full_field_info

0

Yes

snd_sos_print_operator_stack

Prints a master list of currently exposed variables

snd_sos_print_operators

Prints a list of currently available operators

snd_sos_print_stack_exec_list

Prints the current stack execution list

snd_sos_print_stack_list

Prints a list of currently available stacks

snd_sos_resolve_execute_operator

Resolve the inputs and execute one specified operator from a specified stack

snd_sos_set_operator_field

Currently sets a single float operator field

snd_sos_set_operator_field_by_guid

Currently sets a single float operator field

snd_sos_show_block_debug

0

Yes

Spew data about the list of block entries.

snd_sos_show_client_rcv

0

snd_sos_show_client_xmit

0

Yes

snd_sos_show_entry_match_free

0

snd_sos_show_operator_event_and_stack

1

Yes

snd_sos_show_operator_event_filter

0

Yes

snd_sos_show_operator_field_filter

0

Yes

snd_sos_show_operator_init

0

Yes

snd_sos_show_operator_not_executing

1

Yes

snd_sos_show_operator_operator_filter

0

Yes

snd_sos_show_operator_parse

0

Yes

snd_sos_show_operator_prestart

0

Yes

snd_sos_show_operator_shutdown

0

Yes

snd_sos_show_operator_start

0

Yes

snd_sos_show_operator_stop_entry

0

Yes

snd_sos_show_operator_updates

0

Yes

snd_sos_show_queuetotrack

0

Yes

snd_sos_show_server_xmit

0

Yes

snd_sos_show_soundevent_param_overwrite

0

Yes

snd_sos_show_track_list

0

snd_sos_soundevent_filter

0

Yes

snd_sos_start_soundevent

Starts a specified soundevent

snd_sos_stop_all_soundevents

Stops all soundevents currently on the execution list

snd_sos_stop_soundevent_guid

Stops a specified soundevent

snd_sos_stop_soundevent_index

Stops a specified soundevent

snd_sos_sv_set_param_last

Test

snd_sos_sv_set_stack_field

Test

snd_sos_sv_soundevent_start

Test

snd_sos_sv_soundevent_stop_last

Test

snd_sos_test_soundmessage

test

snd_sos_use_case_sensitive_soundevents

0

snd_soundmixer

0

snd_soundmixer_flush

Reload soundmixers.txt file.

snd_soundmixer_list_mix_groups

List all mix groups to dev console.

snd_soundmixer_list_mix_layers

List all mix layers to dev console.

snd_soundmixer_list_mixers

List all mixers to dev console.

snd_soundmixer_set_trigger_factor

Set named mix layer / mix group, trigger amount.

snd_soundmixer_setmixlayer_amount

Set named mix layer mix amount.

snd_soundmixer_version

2

snd_stereo_speaker_pan_exponent

Specifies the exponent for the pan xfade from speaker to speaker if the 'exp' pan law is being used.

snd_stereo_speaker_pan_radial_weight

Apply cos(angle) * weight before pan law

snd_store_filepaths

0

snd_surround_speaker_pan_exponent

Specifies the exponent for the pan xfade from speaker to speaker if the 'exp' pan law is being used.

snd_surround_speaker_pan_radial_weight

Apply cos(angle) * weight before pan law

snd_toolvolume

1

Volume of sounds in tools (e.g. Hammer, SFM)

snd_visualize

0

Yes

Show sounds location in world

snd_voipvolume

1

Voice volume

sndplaydelay

sos_debug_emit

0

sound_device_override

0

ID of the sound device to use

soundinfo

Describe the current sound device.

soundlist

List all known sounds.

soundpatch_captionlength

2

How long looping soundpatch captions should display for.

soundscape_debug

0

Yes

When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.

soundscape_dumpclient

Dumps the client's soundscape data.

soundscape_fadetime

3

Yes

Time to crossfade sound effects between soundscapes

soundscape_flush

Flushes the server & client side soundscapes

soundscape_message

0

soundscape_radius_debug

0

Yes

Prints current volume of radius sounds

spawn_group_activate

Activate specified spawngroup.

spawn_group_list

List all spawn groups

spawn_group_load

Load named spawn group.

spawn_group_save

Unload and save named spawn group.

spawn_group_unload

Unload named spawn group.

spawngroup_ignore_timeouts

0

speaker_config

0

spec_allowroaming

0

spec_autodirector

1

Auto-director chooses best view modes while spectating

spec_centerchasecam

0

Looks at the target player's center, instead of his eye position, in chase came mode

spec_chasedistance

96

Chase cam's ideal distance from target

spec_chasedistancestep

10

Amount to adjust the chase cam's distance on a zoom request

spec_freeze_distance_max

200

Yes

Maximum random distance from the target to stop when framing them in observer freeze cam.

spec_freeze_distance_min

96

Yes

Minimum random distance from the target to stop when framing them in observer freeze cam.

spec_freeze_time

4

Yes

Time spend frozen in observer freeze cam.

spec_freeze_traveltime

0

Yes

Time taken to zoom in to frame a target in observer freeze cam.

spec_mode

Set spectator mode

spec_next

Spectate next player

spec_player

Spectate player by name

spec_pos

dump position and angles to the console

spec_prev

Spectate previous player

spec_scoreboard

0

spec_track

0

Tracks an entity in spec mode

-speed

+speed

splitscreen_mode

0

ss_add

Adds a splitscreen user.

ss_enable

0

Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT

If N consecutive pings to a port fail, after having received successful communication, mark that port as unavailable for a while, and try a different one.

steamdatagram_client_consecutitive_ping_timeouts_fail_initial

2

If the first N pings to a port all fail, mark that port as unavailable for a while, and try a different one. Some ISPs and routers may drop the first packet, so setting this to 1 may greatly disrupt communications.

steamdatagram_client_fakeloss_recv

0

0-100 Randomly discard N pct of packets received

steamdatagram_client_fakeloss_send

0

0-100 Randomly discard N pct of packets instead of sending

steamdatagram_client_force_relay_cluster

0

Code of relay cluster to use. If not empty, we will only use relays in that cluster. E.g. 'iad'

steamdatagram_client_min_pings_before_ping_accurate

10

Send at least N pings to a router before assuming the ping is accurate. (The first few packets can often delayed by various route setup costs such as NAT.)

steamdatagram_client_single_socket

0

Set all steam datagram traffic to originate from the same local port. By default, we open up a new UDP socket (on a different local port) for each relay. This is not optimal, but it works around some routers that don't implement NAT properly. If you have intermittent problems talking to relays that might be NAT related, try toggling this flag.

steamdatagram_client_spew_level

3

Verbosity level for Steam datagram client spew

steamdatagram_clientstatus

Print steam datagram client status

step_spline

0

stop

Finish recording demo.

stopdemos

Stop looping demos (current demo will complete).

stopsound

stopsoundscape

Stops all soundscape processing and fades current looping sounds

stopvideos

Stops all videos playing to the screen

+strafe

-strafe

suitvolume

0

surfaceprop

Reports the surface properties at the cursor

sv_allchat

1

Players can receive all other players' text chat, no death restrictions

sv_allow_lobby_connect_only

0

If set, players may only join this server from matchmaking lobby, may not connect directly.

sv_allow_wait_command

1

Allow or disallow the wait command on clients connected to this server.

sv_alltalk

0

Players can hear all other players' voice communication, no team restrictions

sv_alternateticks

0

If set, server only simulates entities on even numbered ticks.

sv_always_full_flush

0

Yes

sv_anim_queue_changes

1

sv_autosave

1

Set to 1 to autosave game on level transition. Does not affect autosave triggers.

sv_banid_dev_enabled

0

sv_banid_enabled

1

Whether server supports banid command

sv_benchmark_autovprofrecord

0

If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof.

sv_benchmark_force_start

Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.

sv_benchmark_numticks

3300

If > 0, then it only runs the benchmark for this # of ticks.

sv_bonus_challenge

0

Set to values other than 0 to select a bonus map challenge type.

sv_can_quit_from_script

0

Yes

sv_cheats

1

Allow cheats on server

sv_clearhinthistory

Clear memory of server side hints displayed to the player.

sv_client_cmdrate_difference

20

cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.

sv_client_max_interp_ratio

5

This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.

sv_client_min_interp_ratio

1

This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio

sv_client_predict

-1

This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1

sv_clockcorrection_msecs

60

The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount

Listed below is the list of console commands/variables that were added and depreciated between each different version of the game. Some of these commands were event related commands while some were depreciated as the game code changes.

Note 1: Changes were tracked starting from version 799.

Note 2: First Seen column indicate when the command/variable was added to the game and Last Seen column indicate when the command/variable was removed from the game (both based on Dota 2 GC version). These values are approximate.

Command

Default Value

Cheat?

Help Text

First seen

Last seen

cl_inspect

Dump information on all script entities with a given name. You can also specify by number.

N/A

902

cl_script

Run the text as a script.

N/A

925

cl_script_execute

Run a vscript file.

N/A

925

cl_script_reload

Reload scripts.

N/A

902

cl_showcase_view_shadow_depth_bias

0

N/A

978

cl_showcase_view_shadow_end

0

N/A

978

cl_showcase_view_shadow_test_enable

1

N/A

978

dota_bot_match_game_modes

2

Bit masks of game modes to search for in co-op bot matchmaking.

N/A

978

dota_camera_heightmap

1

N/A

978

dota_camera_sixense_center_on_hero

0

N/A

978

dota_camera_sixense_grab_speed

3

N/A

978

dota_camera_sixense_invert_grab

1

N/A

978

dota_camera_sixense_invert_pan

0

N/A

978

dota_camera_sixense_pan_speed

4000

N/A

978

dota_camera_smooth_sample_timer

0

N/A

978

dota_camera_spectate_distance

1600

Yes

N/A

978

dota_clickmove_instant_restart

0

Show clicks in the world in alternate manner.

N/A

810

dota_equip_fan_item

N/A

987

dota_force_night

0

Yes

N/A

810

dota_killcam_show

0

N/A

991

dota_loadgame

N/A

810

dota_play_tab_web_panel

1

N/A

994

dota_pods_flashcheck

1

N/A

978

dota_sf_hud_survey

1

N/A

987

dota_smart_camera_toggle

N/A

984

dota_update_connected_players_send_time_postgame

10

Yes

This is the same as dota_update_connected_players_send_time but controls how long the duration should be when in the post game.

N/A

872

dota_uploadgame

N/A

810

editdemo

Edit a recorded demo file (.dem ).

N/A

810

holdout_start_round

Start the indicated round.

N/A

810

inspect

Dump information on all script entities with a given name. You can also specify by number.

N/A

902

notification_popup_sf_debug_element

Prints draw info about an SF notification element. Can specify a child in the SWF as the second argument for further info.

851

956

r_screenspace_aa_technique

0

N/A

978

script

Run the text as a script.

N/A

script_execute

Run a vscript file.

N/A

script_attach_debugger_at_startup

0

N/A

839

sv_hibernate_ms

20

# of milliseconds to sleep per frame while hibernating.

N/A

930

sv_hibernate_ms_vgui

20

# of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend.

Official Links

Gamepedia

Partner

Languages

Content is available under CC BY-NC-SA 3.0 unless otherwise noted.Dota 2 content and materials are trademarks and copyrights of Valve or its licensors. All rights reserved.
This site is a part of Curse, Inc. and is not affiliated with Valve.